Amon Savag
The Great
Uniform projects aren't the way to go. Allow the players to be creative about it, and have the benefits stack up after they're done.
for instance, I start a project "Hanging Gardens of Roosyuh" which is supposed to be some extremely complicated and extremely fertile huge farm that is capable of feeding bunches of peoples. I spend 1 moneys on it the turn I start the project, and you assign a total cost for the project. Say you asign 10 bucks to complete, so it's at 1/10. Next turn I spend 9 bucks to rush complete the project, and you figure that the idea behind the project, not to mention the story I wrote (It wasn't long, but it described how everything worked) was pretty good and given the circumstances of things you decide the project should raise my EP by 3.
That's how I'd go about doing things, anyways.. Otherwise you're going to have to make an extremely complext system of improvements or something, and might have to base it on cities. That would work, allowing projects like:
Granary(3 turns to build, cost 4 gold):Increases EP by 1
Temple(4 turns to build, cost 6 gold):Increases the cultural influence of cities
Market(3 turns to build, cost 8 gold:Increases EP by 2
etc... and allow each building to be build once per city, or something.
Not sure how you'd end up wanting to do it, but the first idea I gave really would be simpler.
for instance, I start a project "Hanging Gardens of Roosyuh" which is supposed to be some extremely complicated and extremely fertile huge farm that is capable of feeding bunches of peoples. I spend 1 moneys on it the turn I start the project, and you assign a total cost for the project. Say you asign 10 bucks to complete, so it's at 1/10. Next turn I spend 9 bucks to rush complete the project, and you figure that the idea behind the project, not to mention the story I wrote (It wasn't long, but it described how everything worked) was pretty good and given the circumstances of things you decide the project should raise my EP by 3.
That's how I'd go about doing things, anyways.. Otherwise you're going to have to make an extremely complext system of improvements or something, and might have to base it on cities. That would work, allowing projects like:
Granary(3 turns to build, cost 4 gold):Increases EP by 1
Temple(4 turns to build, cost 6 gold):Increases the cultural influence of cities
Market(3 turns to build, cost 8 gold:Increases EP by 2
etc... and allow each building to be build once per city, or something.
Not sure how you'd end up wanting to do it, but the first idea I gave really would be simpler.